About: Fallout Wiki talk:Weapon condition project   Sponge Permalink

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The weapon decay formula for FO:NV is pretty straight forward. Each shot takes .2 item health off of all weapons in the game. Example: * 9mm pistol - Health 150, 750 shots to fail (150/.2=750). FO3 uses a different formula. Each shot decays the weapon by a percentage of the weapon's base damage. Also, there are different percentage values for different weapon types: * Guns = .03% * Energy weapons = .04% * Big guns = .06% * Melee = .05% Examples:

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  • Fallout Wiki talk:Weapon condition project
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  • The weapon decay formula for FO:NV is pretty straight forward. Each shot takes .2 item health off of all weapons in the game. Example: * 9mm pistol - Health 150, 750 shots to fail (150/.2=750). FO3 uses a different formula. Each shot decays the weapon by a percentage of the weapon's base damage. Also, there are different percentage values for different weapon types: * Guns = .03% * Energy weapons = .04% * Big guns = .06% * Melee = .05% Examples:
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  • The weapon decay formula for FO:NV is pretty straight forward. Each shot takes .2 item health off of all weapons in the game. Example: * 9mm pistol - Health 150, 750 shots to fail (150/.2=750). FO3 uses a different formula. Each shot decays the weapon by a percentage of the weapon's base damage. Also, there are different percentage values for different weapon types: * Guns = .03% * Energy weapons = .04% * Big guns = .06% * Melee = .05% Examples: * Terrible Shotgun - Health 350, DAM 80. Decay per shot = 2.4 (80x.03=2.4). Durability = 146 shots (350/2.4=145.8333) * Laser Pistol - Health 350, DAM 12. Decay per shot = .48 (12x.04=.48). Durability = 729 shots (350/.48=729.1666) I'm 100% certain (tested across multiple weapons and types) that the formula for NV is correct. User:Zerginfestor and I have completed the tests. FO3 uses the formulae listed above. The Gunny File:380px-USMC-E7 svg.png 01:05, January 19, 2012 (UTC) This is some seriously good stuff! Thanks for your efforts. -ΣΔLet's talk! 01:06, January 19, 2012 (UTC) It's what we do. I'm not a very good editor, but we can deconstruct all the damage formulas (with the help of the Weapons Wizards over at the BSW forum). I'm just glad to be able to make some concrete contributions, other than spamming peoples talk pages and blogs with inane musings. The Gunny File:380px-USMC-E7 svg.png 01:10, January 19, 2012 (UTC) Something about the New Vegas guns though, even though the formulas result in X number of shots, something about the programs results in the weapons breaking within 5 or so shots of that total. File:UserGreatMara.pngMessage 01:11, January 19, 2012 (UTC) Yes. I thought that maybe that was the "slightly less than 100%" condition you can get them to, but I added fully 100% condition weapons in by console and I still got a few shy of the mark. Since the actual fired numbers I've gotten were close, but not consistant, i.e. 746 shots, 745 shots, 739 shots, I personally feel we should just use the formulas and the modifier "about xxxx shots until it breaks". What do you think? It would save a ton of time testing and the test results do vary some anyways. The Gunny File:380px-USMC-E7 svg.png 01:20, January 19, 2012 (UTC) Max condition for FNV is 99.93%, even with console commands, that is why. File:User avatar tag.gifFile:User Avatar talk.png 03:30, January 19, 2012 (UTC)
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